Elements the Game Forum - Free Online Fantasy Card Game
Elements the Game => Card Ideas and Art => Topic started by: Essence on April 03, 2010, 02:38:51 am
-
WANDS CURRENTLY IN EXISTANCE:
The Pseudocaster (http://elementscommunity.org/forum/index.php/topic,4032.0.html) (Kael Hate)
Wand of Xaos (http://elementscommunity.org/forum/index.php/topic,5603.msg63244#msg63244)
Wand of Tartarus (http://elementscommunity.org/forum/index.php/topic,6290.msg71919#msg71919)
MORE UPCOMING!
I don't have time to do art for this idea, but here's the basics:
Each element gets a new weapon. Each new weapon shares a few stats; specifically, they all deal 1 damage per turn to the opponent, they all cost 4 quanta to cast, and they all have an activated ability that reads as follows:
4(RELEVANT QUANTA TYPE): If you have 7 or less cards in your hand, add (CARDNAME) to your hand at the end of your turn.
The cards that would be added are as follows:
:aether - Spark
:air - Shockwave
:darkness - Steal
:death - Poison Plague
:earth - Protect Artifact
:entropy - Chaos Seed
:fire - Rain of Fire Cremation
:gravity - Gravity Pull
:life - Heal
:light - Holy Flash Blessing
:time - Fate Egg
:water - Ice Bolt
These cards would only be available through Oracle spins, like the Nymphs. Obviously, when you upgrade the wand, you upgrade the card received from the wand (and nothing else about it.) It's only really relevant to Chaos Seed, which becomes entirely different when upgraded.
Thoughts?
-
I supouse it doesn't just create the card in your hand, like fractal does?
Because if so, Wand of Death+Water Death duo, will be extremely OP.
Not to mention that I feel like light is getting the shortest straw among these wands.
-
I'd have to look at the numbers, but arsenic might be better, actually....
Duoing these with flying weapon might be a problem...
-
Wow, Cyxnos, you're right! Let's fix that...
Better?
(And yes, it does create the card in your hand, like Fractal but just 1 copy of the relevant card.)
And Gl1tch, you're right. Obviously flying weapon stats will all be 1/1. :)
I should explain the reasoning here a little: I wanted to make the wands create SPELLS, not permanents or creatures. Fate Egg comes up because Time only has 2 spells (Reverse Time and Precognition), and they're both already available "on a stick". Spark is essentially a spell and I didn't want to bite too much on Shockwave by including Lightning Bolt.
-
I don't have time to do art for this idea, but here's the basics:
:light - Holy Flash Blessing
Ha. That actually makes me think of the deck possiblities. Makes Light-Fire(Rage Potion) ALLOT more viable now.
But I'm still wondering whether it creates the card like fractal does, or does it actually search it among the deck and pull it out? Because thats what I believe makes the difference between the possiblity of it being OP.
Answered. And ha, that makes it op in my case.
But I still think its a good idea. Opens up allot of options.
But I do wonder how would you exactly acquirethese wands?
-
These cards would only be available through spins, like the Nymphs.
Wrong?
Anyway, some or OP, some are UP. I don't think it could work...
-
Ultimate anti-deckout card?
-
Ultimate anti-deckout card?
Portect Artifact will be its best friend.
-
These cards would only be available through spins, like the Nymphs.
Wrong?
Anyway, some or OP, some are UP. I don't think it could work...
Essence means Oracle spins, not slot spins.
-
These cards would only be available through spins, like the Nymphs.
Wrong?
Anyway, some or OP, some are UP. I don't think it could work...
Essence means Oracle spins, not slot spins.
Ok. For me, spins = not Oracle spins.
-
rain of fire is too strong, try immolation ?
-
rain of fire is too strong, try immolation ?
Immolation is too strong
Try rage potion?
-
I think Steal on a stick and Rain of Fire on a stick are too powerfull...
The others could work though if the quanta costs were right.
-
and the argument against rage potion is that you have it already....
I really like the idea to have an alternative to a weapon, but right now, every weapons has already a strong ability, so the new "wands" need to be a) extrem cheaper, in both ways to cast and to play OR b) exrem stronger with is obvious not what we want... OR c) it is just for another purpose, for example, right now most weapons are of a good use in mono or duo decks due to the high cost wchich leads to a)
I think, the wands should be a cheap card, that uses his spell nearly every round or even like a rustler multiple times, but due that has only a fairly poor ability, which doesn't exist as a card right now.
-
I think fire and darkness (and possibly time) are OP that's permanent control (which you keep) and widespread creature control. Time might be overpowered due to fate egg being able to hatch into anything but that includes the crappy stuff as well so might not be.
I extremely like the idea but if you upgrade the card do the cards it draws become upgraded.
:aether Spark - Ball Lightning
:air Shockwave - Shockwave
:darkness Steal - Improved Steal
:death Poison - Deadly Poison
:earth Protect Artifact - Enchant Artefact
:entropy Chaos Seed - Chaos Power
:fire Rain of Fire - Fire Storm
:gravity Gravity Pull - Gravity Force
:life Heal - Improved Heal
:light Blessing - Improved Blessing
:time Fate Egg - Elite Fate Egg
:water Ice Bolt - Ice Lance
-
Sounds interesting, but why does fire get Rain of Fire while water gets Ice Bolt? :) Shouldn't it be the fire equivalent (not really since it does 3 damage but..)? I definitely like the poison one, though.. For time, shouldn't it be Rewind? Although, that would make it seem like a deck reducing version of Eternity, yet with a better cost and drawing better cards.. Sounds pretty awesome.
-
Looks back at Metacaster. *sigh*
Metacaster
http://elementscommunity.org/forum/index.php/topic,4032.msg44198#msg44198
Broken Wands
Darkness - Because Unlimited Steals allows you to shut down an opponent far to easily. Its why there are no creatures that start with steal.
Fire - Unlimited Rain of Fire everyturn. = Unlimited control potential.
Gravity - Dirt cheap guaranteed control
Time - Unlimited Creatures of plausibly dragon Strength.
You have to keep in check any control effect or any effect that is immediately useful regardless of environment. Any reuseable card effect that would make using the original card it copies redundant is also a bad thing.
The 4 listed above break these rules and the others only really get by because the cards they copy are not used in common repetitive use but as early game control response or as environment meta.
-
Seriously, I don't think it could make it in the game because of how some can be OP/UP...
I agree with Kael Hate.
-
:darkness should be drain life
:fire should be fire bolt
:entropy should be antimatter
:light should be holy flash
thats what i think...
And 3(relvant quantum) is better, since it generates a card in your hand, and not being able to use the ablitiy (like nymph)
-
:entropy having anti matter would be a problem also though...... entropy needs some not ownage spells. maybe mutation maybe idk
-
I thought this was pretty obvious, but I deliberately avoided spells that were already available on sticks. That includes antimatter (Nymph) -- and in fact ALL of the Alchemy cards, for the same reason -- and Mutation (Elf/Druid), Plague (Retrovirus), etc. Also, I didn't want to just spam all of the various Bolt/Lance cards because that's boring. I had to choose Ice Bolt because Water's only other spell, Congeal, is already available on a stick (Octopus).
For those reasons, :fire would be limited to Rain of Fire, Detonation, and Cremation as available choice. :darkness only has Steal and Drain Life, and Drain Life is a Bolt, so it has to be Steal.
I'm OK with some of the stronger spells costing significantly more to conjure into your hand (whomever said these were anti-deckout cards please note that they don't appear in your deck, they appear in your hand) -- say, 7 to conjure an RoF and 8 to conjure a Steal?
I'm honestly not that sure about the brokenness of repeatable Steal, though. Short of SoGs, there's a lot of circumstances when Steal == Deflag because you don't have the quanta to use something, or Steal is just plan bad because you want to keep your current weapon/shield/whatever.
-
i think an easy way to fix these cards would be to change the 'if' clause to something more situational. like, 'if you have no cards in your hand', or 'if you have exactly seven cards in your hand'. the latter would mean no card advantage as you would have to discard.
-
Maybe these would be better off as "Search your deck for _________. If you have a copy of _________, add it to your hand."
This would fix the OP problem, to an extent, while limiting the number of uses of the wands.
-
Ultimate anti-deckout card?
How does this keep you from decking out?
-
I can't see many situaitons where the Wand of Death would be more useful than Arsenic. I haven't thought this out fully, but howsabout a Wand of Death that for 3 :death produces a Skeleton or Virus?
-
I can't see many situaitons where the Wand of Death would be more useful than Arsenic. I haven't thought this out fully, but howsabout a Wand of Death that for 3 :death produces a Skeleton or Virus?
It would get around shields. That's my main defense against Arsenic.
-
Death wand would be better. After eight turns it would be like this:
Death wand (improved poison): 3+6+9+12+15+18+21+24=108
Arsenic: 4( 8 )+1+2+3+4+5+6+7+8=68
Unless I did the math wrong, it would take eleven turns for an arsenic alone to win.
Edit: Obviously this card is OP. fourteen bone towers, four bone walls, six upped sundials, and six of these is almost a guaranteed victory. Or maybe replace the bone walls with improved poison... that would make it like five turns to win probably lol...
-
:aether - Spark
:air - Shockwave
:darkness - Steal
:death - Poison
:earth - Protect Artifact
:entropy - Chaos Seed
:fire - Rain of Fire
:gravity - Gravity Pull
:life - Heal
:light - Blessing
:time - Fate Egg
:water - Ice Bolt
These cards would only be available through spins, like the Nymphs. Obviously, when you upgrade the wand, you upgrade the card received from the wand (and nothing else about it.) It's only really relevant to Chaos Seed, which becomes entirely different when upgraded.
I like the idea of having other weapons. Also the card creation is nice.
They aren't that much OP as they are extremely rare, and chances, that one gets six of the same are quite low. I don't think that :darkness and :fire are OP, as you need to get the quanta for both, the summoning and casting costs of the card, which might be a problem early in game. If you can only use the skill if you have 7 cards in your hand already, you probably won't be able to use the card early in game, thus giving your opponent the time to get rid of your wand.
-
They aren't that much OP as they are extremely rare,
Rarity of a card in no way affects its power level.
-
They aren't that much OP as they are extremely rare,
Rarity of a card in no way affects its power level.
Agreed. Most n00bs make extremely overpowered rare cards. An example I've seen is a card that costs 20 :light and gives a creature +20/+70. But in reality, overpowered rare cards only widen the gap between casual players like us and no-lifers who grind 25 hours a day.
-
Rarity of a card in no way affects its power level.
I think, in general, the more rare a card, the more strict the card's stats need to be. If some card ends up being OP, and only a few people have it, it is in turn, more OP. (Getting all philosophical, I know).
-
Agreed, making it rare doesn't make it not OP. Obviously what we need are some new Fire and Darkness spells that make sense for wands and aren't already on sticks. :)
I suppose I could change the Fire wand over to Cremation (OP edited to reflect that change) and it will totally make Phoenix/FireWand/FireBolt decks all the rage. That might not be that bad. But Darkness really does need a new spell. :)
Edit: Also, after considering what Demagog pointed about above, and noting that Retrovirus is both upgraded and requires a sacrifice to use, I've changed the Death wand to Plague as well.
I'm not particularly happy about the fact that both the upgraded Entropy and Light wands provide very similar creature buffs now, but it's better than the unupgraded Light and Life wands providing very similar healing spells, so I guess it stays.
-
Agreed, making it rare doesn't make it not OP. Obviously what we need are some new Fire and Darkness spells that make sense for wands and aren't already on sticks. :)
Agree'd, steal definitely seems a tad on the abusable side. And most of fire's spells are inherently abusable. So yeah, some new spells would definitely do this some idea some solidarity. And by the way, I really like the idea.
-
Well, thanks, DS. I'm really into the new-weapons-and-shields-and-maybe-even-a-whole-new-kind-of-item idea. ;)
-
Bump because some wands are actually getting their own threads.
blarg: